- 9

- Spain
This was one fix, but I thought the mod was updated to fix this.
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oh thank you both!@DeXteRrBDN yes look in your private message![]()
I added the file inside the
extension folder and it has been fixed! This was one fix, but I thought the mod was updated to fix this.
![]()
oh thank you both!@DeXteRrBDN yes look in your private message![]()
extension folder and it has been fixed! The original author is iDT Simulations, 2005/2006.San Jose 2006 v0.91
According to eSport-Racing.de, the original author is unknown.
・ @RMi_wood , AC converted
・ @shin956 , updated
・ @Fanapryde , Sections file
・ @KevinK2 , AI,cam,VAO,RainFX streams,drs_zones.ini
・ @damone13x , Goodyear blimp
・ @Masscot , Airline jet
Enjoy.
The link was updated in the v0.9 post.
A 'little' request: would it be possible to change the antenna construction on top of the blue water tower ?Interlagos - Autódromo José Carlos Pace
Version 1.0
Original track: Automobilista - Reiza Studios
Original conversion: VheEth
I know you like your Civics @graveltrap - have you tried this Mugen Civic type SS (EK9)?I like the physics a lot 👍
Doing a little research caster on this car is very low, around 1.5 degrees, but it is set to around 8 degrees. I'd like to try it with a more realistic figure, what to adjust in the suspension.ini? I tried messing with STRUT_CAR but no joy.
[edit]Figured it out, still had data.acd in the car files that seems to take priority. Caster has an interesting impact on FFB, so much lighter I had to increase some![/edit]
Anyone seen the new Yas Marina layout?
Anyone seen the new Yas Marina layout?
Thanks for this!It drives great!It was really a shame that this EP3 is very well made but was matched with inaccurate physics in every area of the car.
Completely re-work the physics for the EP3. Everything has been rebuilt from the ground up with correct data.
Overhauled the Engine, Drivetrain, Steering, Suspension, Brakes, Tires, weight/inertias, etc.
Also fixed the AI error.
Now it drives exactly like a real EP3!
Please credit VR Driving for the physics. Thanks.
On another note, don't forget to replace the sound in CM with Espirit's FD2 for best immersion.
I`m sorry to ask again too. But it would be great to have warning light panels like the other tracks.A 'little' request: would it be possible to change the antenna construction on top of the blue water tower ?
Thin as it is, it flickers and going by the (rare) pictures of the thing IRL its more substantial:
View attachment 1094137
Mitja's version comes a bit closer:
View attachment 1094138
Your version:
View attachment 1094139
Tia... 🙂
Thanks, but i actually want drops on my screen but more like how they look on the windscreen but i guess simulated as if there is a visor in the way. I will turn them off for open wheelers i guess until hopefully they get updated to look better than they currently do.untick the Drops on screen (settings/CSP/rainFX).
Yeah!
Are you sure the it was only 1.5 degree caster? For a strut car that seems VERY low.....considering they have 0 camber gain in wheel travel strut cars typically would run more caster to have some steer camber gain, which is what caster does...I like the physics a lot 👍
Doing a little research caster on this car is very low, around 1.5 degrees, but it is set to around 8 degrees. I'd like to try it with a more realistic figure, what to adjust in the suspension.ini? I tried messing with STRUT_CAR but no joy.
[edit]Figured it out, still had data.acd in the car files that seems to take priority. Caster has an interesting impact on FFB, so much lighter I had to increase some![/edit]
I actually made the base FK8 physics and has been fine-tuned by @petercrill alreadyYeah!
I hope FK8 is on the menu in future hehe.I like Norms FK2 but all FK8 are bad IMO.
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Noticed Autodromo Potenza Eireli is missing in the list
Shared here:
Direct download:
'Tis a happy Tuesday now. Thanks to all the contributors that brought this to AC.Devils Backbone (Forza 7) v1.10
View attachment 1094038View attachment 1094040
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features:
- 64 grid/pit w/AI
- fwd / rev layouts
- air force
- CSP things
credits:
- original model by Turn10
- conversion by @RMi_wood
- graphics and air force by @Masscot
- cameras by @racealot
- misc graphics and fixes by @norms
- optimizations by @shi
- portable lighting by "Oldman Jumper"
Happy Tuesday!
:: DOWNLOAD ::
I love that feature. Almost as good as CSP stuff.Devils Backbone (Forza 7) v1.10
features:
- CSP things
F1 2020 tracks were decrypted in February but we still haven't seen Hanoi at all. Don't get your hopes up.It just happened that last week 3d simed update includes.
7th November 2021 3DSimED 3.2b released with support for import of F1-2021 cars and tracks and FBX Import vertex alpha.
Portimão is laser scanned.
Jeddah looks like built off cad data.
Wonder if acu still does track conversions from F1 games?
Pure
Wow great, sadly there are no decent CRX‘s aroundView attachment 1094180
FN2 is also on its way to completing the Honda Civic Type R The Definitive Collection.
View attachment 1094181
Thank you for telling me.The original author is iDT Simulations, 2005/2006.
San Jose 2006San Jose 2006 v0.92
View attachment 1092522
-32 pit/start
-CSP required
-AI, cam
v0.91 changelog;
Smoothed the road surface
Aggregated objects
Made the cone move
Adjusted ext_config.ini
Added sections.ini by @Fanapryde
Added readme
PIT/START set to 32
Widened the PIT interval
Deleted sjpits.kn5
AI,VAO reworked by @KevinK2
Added cam,drs_zones.ini,RainFX streams by @KevinK2
Added Goodyear blimp by @damone13x
Added Airline jet by @Masscot
Added groove
Changed preview
v0.92 changelog;
Permission was obtained from the original author, iDT Racing Simulations (According to eSport-Racing.de, the author was unknown, so getting permission was delayed)
Included the original readme
Credits & Thanks;
According to eSport-Racing.de, the original author is unknown.
・ iDT Racing Simulations, the author of the Original version and gave me permission
・ @RMi_wood , AC converted
・ @shin956 , updated
・ @Fanapryde , Sections file
・ @KevinK2 , AI,cam,VAO,RainFX streams,drs_zones.ini
・ @damone13x , Goodyear blimp
・ @Masscot , Airline jet
Enjoy.
The link was updated in the v0.9 post.
Would love a decent EF8 or even better an EE8Wow great, sadly there are no decent CRX‘s around
It seems to be, I was surprised, looking at pictures from car alignment usually shows a little more, 1.7 to 2 degrees but the factory spec is 1 degree 33 minutes.Are you sure the it was only 1.5 degree caster? For a strut car that seems VERY low.....considering they have 0 camber gain in wheel travel strut cars typically would run more caster to have some steer camber gain, which is what caster does...
yes i think i know that only one, but not todays standart, like you said.Would love a decent EF8 or even better an EE8
JakubPs feel pretty good, but looks dated nowadays.
You've noticed that checkbox in the upper left corner of the plan selector?like if I set it to windy in cm when in game the clouds wont move until I select windy in the sol plan selector.
--[[ avialable weather types :
LightThunderstorm, Thunderstorm, HeavyThunderstorm
LightDrizzle, Drizzle, HeavyDrizzle
LightRain, Rain, HeavyRain
LightSnow, Snow, HeavySnow
LightSleet, Sleet, HeavySleet
Clear, FewClouds, ScatteredClouds, BrokenClouds, OvercastClouds
Fog, Mist, Smoke, Haze
Sand, Dust
Squalls, Tornado, Hurricane
Windy
Hail
]]
__SOL_WEATHER_PLAN:add_weather_slot({
weather = "Windy",
time_holding = 120,
time_changing = 45,
temperature_ambient = 19,
temperature_road = 25,
wind_direction = 5,
wind_speed = 33,
})
__SOL_WEATHER_PLAN:add_weather_slot({
weather = random({"FewClouds", "ScatteredClouds", "BrokenClouds", "OvercastClouds", "LightDrizzle"}),
time_holding = 150,
time_changing = 45,
temperature_ambient = 19,
temperature_road = 25,
wind_direction = 5,
wind_speed = 33,
})
__SOL_WEATHER_PLAN:add_weather_slot({
weather = random({"FewClouds", "ScatteredClouds", "BrokenClouds", "OvercastClouds", "Mist", "Smoke", "Haze", "Sand", "Dust", "LightThunderstorm", "LightDrizzle", "LightRain", "LightSleet", "Squalls", "Tornado", "Hurricane", "Hail"}),
time_holding = 150,
time_changing = -1,
temperature_ambient = 19,
temperature_road = 25,
wind_direction = 5,
wind_speed = 33,
})
Anyone know how to reverse FFB on a mod? I found a car that instantly pulls to either side. I know in rF2 it is an easy button press to reverse the FFB.